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The Risen Mists

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A DOMAIN OF DARKNESS, DISCORD, AND DREAD

In search of a lost ally, an adventuring party journeys into the heart of a region once ruled by powerful reptilian and serpentine overlords. A blanket of strange mists has settled over the area, claiming all those who have dared venture into them..

Meanwhile, a twisted power unleashed at the mountain border of Samarach may weave a terrible fate for not only the people of the mists, but perhaps for all life in Chult.

The Risen Mists, a D&D Adventurer's League module for character Levels 11-15, It is the sequel to Heart of the Wild, and second in a series of adventures that expands upon one of the storylines first encountered in the Tomb of Annihilation™ hardcover. It can be played on it's own, as part of a series, or as a follow up to the ToA campaign.

Two notable monsters are re-introduced fo 5E in this product: the mighty dracotaurs and the cunning poison dusk.

This module is part of the Lost City of Mezro series of adventures, written for the DM's Guild Adepts line of products. Included in this series is the Ruins of Mezro setting book, by Will Doyle.

AL Adventure Code: DDHC-TOA-13

Rich Lescouflair is a writer and designer for D&D AL, who's contributions include In Volo's Wake and the Season 7 intro adventure, A City on the Edge.

His work also includes The Sundered Realms series, The Forgotten Realms Atlas Project, and Esper Genesis - the 5E heroic sci-fi setting.

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Reviews (5)
Discussions (20)
Customer avatar
Peter W July 30, 2020 2:25 am UTC
I'm curious about what statblocks form the basis of Ifalakuntho, Shavolak and Taherako (Appendix C of Lost City of Mezro compilation). They're in the appendix that says they don't appear in the MM or ToA, implying that they appear in some other official WotC product since the appendix before it says it's creatures not found in MM or any other supplement. There's some discrepencies in the encounters about tactics used and the actual abilities available in the stat blocks, so I was trying to figure out what they are based on. Especially since I discovered the Ooze Master statblock in the compilation was nothing like the one in TYP.
Customer avatar
Kenneth B April 02, 2020 12:43 pm UTC
PURCHASER
Rich, apparently the Spare that appears in the compilation is upgraded with +2. Is that intended to be a n edit to the adventure? If so, please update this version as well.
Customer avatar
Andrew B March 16, 2019 12:16 pm UTC
Played the adventure last night and enjoyed it.

Have a couple of questions about a certain magic item's properties.

The thing says it can cast Vicious Mockery at 7th level. Cantips can't be upcast, so i'm not sure what this means (does it mean as a 7th level caster? 7d4? Something else?)

It also says that that it can speak Drow, which isn't an actual language. Does this mean Undercommon?
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Customer avatar
Rich L March 16, 2019 2:15 pm UTC
CREATOR
Cantrips can't be upcast, but they do gain additional features at higher levels. For Vicious Mockery, the damage increases to 2d4. And yes, the additional language was intended to be listed as Undercommon.
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Customer avatar
Andrew B March 16, 2019 2:43 pm UTC
Awesome, ty for quick clarification - good adventure and cool flavour on the item!
Customer avatar
Thomas M January 09, 2019 1:00 am UTC
PURCHASER
Also, Ifalakuntho and Taherako are neither resistant nor immune to thunder damage. Was that a deliberate omission, or may I add either resistance or immunity to their stat blocks (this is an AL run).
Customer avatar
Thomas M January 09, 2019 12:56 am UTC
PURCHASER
Rich,

I really like this mod, but find the Votaran part (explore complex, fight CR13 storm-themed BBEG) to be too similar to the climax of the Temple of Omi Keyoka (explore complex, fight storm-themed BBEG). I’m inclined to combine these encounters, probably moving Taherako to fighting alongside Ifalakuntho (and changing the source of the corruption of that aspect of Ubtao to the experiments of Diro). Leaving Votaran to be mostly RP/exploration.

Also, my AL party ROFLstomped four Entropy priests and their followers in Ruins of Mezro, so I feel I have to up the BBEG fights).

Would that be OK, in your view?
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Customer avatar
Rich L January 09, 2019 3:19 pm UTC
CREATOR
Each party is different and I've heard different opinions on the difficulty of the mod (some saying it was hard while others saying it was easy). The encounters were approved by AL admins to be run as listed, so my view wouldn't make a difference either way. Each area also fits into the overall story arc in different ways. Other than the elemental nature of the bosses, I'm not sure what you mean by the two areas being the same, so that is completely up to you.

As far as your question above, adding thunder damage immunity to either creature would be fine as it wouldn't skew the encounter difficulty in any way.

As a note, there's an update planned for this adventure (to keep in line with the Lost City of Mezro compilation), but these are minor mechanical updates.
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Customer avatar
Thomas M January 10, 2019 3:42 am UTC
PURCHASER
Thanks for the response Rich: I felt the two bosses mechanically and thematically blend together in my mind, and that I couldn’t make them feel sufficiently disintinct as encounters.

On difficulty: IMHO, Season 8 changes to magic items have meant that T1/T2 mods are easier to calibrate on difficulty. But the evergreen unlocks in T3/T4 mean parties with 75% of PCs with Staffs of the Magi/Cloaks of Invisibility.

Which in turns means early/mid-game combats with 3-4 CR 7-8 enemies don’t result in significant resource attrition in terms of spell slots or HP.

I think the Season 8 changes were needed and have definitely made Tier 1 and Tier 2 play and DMing more fun, but having legendaries so common in T3 play means some challenges.

Thanks again for your response.
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Customer avatar
Thomas M January 12, 2019 6:21 pm UTC
PURCHASER
One more question: is there any hope of getting dispensation in AL to make Spare a rapier or shortsword, instead of a longsword?
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Customer avatar
Thomas M January 14, 2019 5:07 am UTC
PURCHASER
Sorry for repeat of question, but:

Is there any hope of getting dispensation in AL to make Spare a rapier or shortsword, instead of a longsword?

(Most of the non-great weapon users in my area tend to be Dex fighters.)
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Customer avatar
Rich L January 14, 2019 8:27 pm UTC
CREATOR
Unfortunately, I don't believe that would be a possibility. Magic item rewards simply just don't work that way. I'll mention again that even though these adventures are legal for AL play, I am not an AL admin so anything like this is far beyond my realm of control.
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Customer avatar
Thomas M January 15, 2019 4:02 am UTC
PURCHASER
Thanks Rich.

Last question: if they complete Maze of Shadows and get the optimal outcome, would they get the honorific “Ras” while in Mezro?
Customer avatar
daniel R December 04, 2018 8:29 pm UTC
PURCHASER
I have ran this adventure twice and have to say this is one of my favorite adventures I've had the opportunity of DMing. Most of the players i had went through and completed ToA so it was a fun continuation of that. I incorporated travel time from Port Nyanzaru and threw some higher CR monsters at them to give them an idea as to the likeliness of fatality. Overall a wonderful module, I just wish there was an approximate run time as I though it was 4 hours long, but it was crammed/finished at 6 hours long (as the store was closing for the night by that time.)
Customer avatar
xev X July 19, 2018 3:09 pm UTC
PURCHASER
Any news about Maze of Shadow ?
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Customer avatar
Kenneth B July 30, 2018 6:48 pm UTC
PURCHASER
Seems increasingly less likely to ever come out... :(
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Customer avatar
Rich L July 31, 2018 4:49 pm UTC
CREATOR
I'm actually a lot of the way through it. My problem has been finding small moments where I'm not immediately hit with a project that has a near immediate deadline attached to it. It's been stopping me from getting back to some past projects I care about very much. All I can ask is for people to please be patient.
Customer avatar
Andrew F July 14, 2018 4:09 am UTC
PURCHASER
If for whatever reason someone is viewing this expansion and doesn't want to make Maps or convert maps from the PDF for online play, here they are:

https://www.dropbox.com/sh/rcsmagkgnqvivit/AAB9O7bZQ2u-igOgZaWTsg2ba?dl=0

This is the native resolution of the map images extracted from the pdf, if they're not good enough, you may need to run them through a resolution enhancer program like waifux2. I've included a few Roll20 tokens as well. Keep in mind, the DM versions of the maps without the area numbers and secret doors are unofficial and my own crappy edits.

If this link isn't working in the future, feel free to email me:

andyfarkie@yahoo.com
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Customer avatar
Robert L April 19, 2019 5:43 am UTC
PURCHASER
Thank you for these maps! Helps save so much time and they're great edits!
Customer avatar
Ryan G April 29, 2018 4:35 pm UTC
PURCHASER
Any chance on getting a conversion of this made for Fantasy Grounds?
Customer avatar
Kevin H March 21, 2018 4:51 am UTC
Got the free version from the latest Dragon+ and I am quite intrigued with regards to Mesika's storyline. If she is who I think she is, it's gonna be one hell of a revelation.
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Customer avatar
Kenneth B April 18, 2018 3:06 pm UTC
PURCHASER
I don't think she is who you think she is, if you think she is who I think you're thinking she is. I think she's just Mesika. Artus and she are both in the party at the same time during Heart of the Wild.
Customer avatar
Andrew C March 19, 2018 4:59 am UTC
Wowzers! Modules like this make me happy for Guild Adept writers AND having them be AL legal. Anyone familiar with the mists will like this one. Great story, fun encounters! I want to play this one again over multiple sessions as it was time crunched at a convention. The story was good enough I want to know more AND I want to run this one as well. Thank you Rich for a great time with this one. Part 1 was my absolute favorite!
Customer avatar
Frank A March 12, 2018 3:39 pm UTC
So the Adept modules are assumed to be run side by side with the Hardcover book? Or can they be separate?
Reply
Customer avatar
Rich L March 16, 2018 8:57 pm UTC
CREATOR
Our modules are built to compliment the current hardcover and season of AL, so players immediately have more content available to them beyond the hardcover. However, most if not all can just as easily be played as standalones or fit into a homebrew campaign.
Customer avatar
Kenneth B February 15, 2018 4:02 pm UTC
PURCHASER
Just noticed that Spare speaks "Common, Elvish, and Drow." I'm pretty sure that in 5e, Drow only speak Elvish and Undercommon.
Customer avatar
Kenneth B February 15, 2018 3:49 pm UTC
PURCHASER
Woohoo, AL legal now! I'm excited to run this and I love that it specifically recommends playing the Ruins of Mezro adventure Parting the Veil afterward. Please come out with the exciting conclusion soon, who knows how long it will be before it's approved for AL!
Customer avatar
Joshua S February 07, 2018 5:24 pm UTC
PURCHASER
Any news as to "Maze of Shadows?"
Reply
Customer avatar
Rich L February 15, 2018 8:02 pm UTC
CREATOR
One major project at a time, unfortunately. But it's high up on the list, for sure! Stay tuned!
Reply
Customer avatar
Peter R April 11, 2018 4:59 pm UTC
PURCHASER
Im antsy for pt.3, and hoping it quickly becomes a GA mod for adventure league play. Any clues on its level range?
Reply
Customer avatar
Kenneth B April 18, 2018 3:09 pm UTC
PURCHASER
It would be awesome if Maze of Shadows went up to Tier 4, but I think the intent is Tier 3 again. If it doesn't come out in the next month or so, I think my group will miss it. :'(
Reply
Customer avatar
Ryan G April 29, 2018 5:03 pm UTC
PURCHASER
I hope Maze of Shadows will be coming soon. I'm a bit hesitant about starting this series when there is no ending.
Reply
Customer avatar
Kenneth B June 01, 2018 6:11 pm UTC
PURCHASER
Rich, I see that you've dropped another GA adventure recently. Is Chult GA content closed? Is Maze of Shadows dead?
Customer avatar
Christopher B January 30, 2018 4:48 am UTC
What is the expected run time of this adventure? Thanks.
Reply
Customer avatar
Rich L February 05, 2018 5:41 pm UTC
CREATOR
As with most of the Guild Adepts release, these are run as extensions of the hardcover, so there aren't any exact run times. If I were to give an estimate, I'd say Part 1 is anywhere from 2-3 hours. Part 2 could be anywhere from 4-6 hours depending on the paths and actions taken by the players. Part 3 is shorter and could take another 2-3 hours to complete if everything is run consistently. Hope that helps!
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File Last Updated:
February 15, 2018
This title was added to our catalog on November 10, 2017.